THE EFFECT OF VISUAL NOVEL BASED PC GAME: FRUIT AND VEGGIE STORY TO INCREASE KNOWLEDGE, FRUIT AND VEGETABLE CONSUMPTION AMONG SCHOOL-AGED CHILDREN
DOI:
https://doi.org/10.31004/prepotif.v6i3.8106Abstract
Lack of knowledge regarding fruit and vegetable could result in low consumption of those food among Indonesian children. A PC game named Fruit and Veggie Story that we have developed could act as an educational means for children to learn about the importance of consuming fruit and vegetable in a pleasant way. This study aimed to measure the effectiveness of Visual Novel PC Game: Fruit & Veggie Story to increase knowledge as well as fruit and vegetable consumption among school-aged children. This study was a quasi-experiment two groups with pre-post tests. 50 students from class 2A and 2B at SD Muhammadiyah Bumiayu were assigned into experiment and control groups. After playing the game daily for a week, respondents in the experiment group were measured over their knowledge using a questionnaire consisting of 10 MCQ questions. Moreover, after one week period, the students’ consumption was measured using a food recall diary. The data were presented in frequency, percentage and analysed using paired T-test and independent T-test. The results showed that the average knowledge score before the intervention was 5.76, while after the intervention it increased to 8.12. The average of fruit and vegetable consumption before the intervention was 463.20 grams and after the intervention it increased to 577.44 grams (P= 0.000). The Fruit and Veggie Story PC game is a technology innovation in education to effectively increase knowledge regarding fruit and vegetable. It is also able to encourage children to eat more of those food. Key words: PC game, fruit and vegetable consumptionReferences
Ariani, Putu, N. ., Aditya, R., Endriyani, R., & Niati, R. (2017). Effects of Playing with Gadgets on Elementary School Children in Urban and Rural Environment. Advances in Health Science Research, 2, 22–27. https://doi.org/10.2991/hsic-17.2017.5
Calorina, L., Pawito, P., & Prasetya, H. (2021). The Effect of Gadget Use on Child Development: A Path Analysis Evidence from Melawi, West Kalimantan. Journal of Maternal and Child Health, 5(1), 110–119. https://doi.org/10.26911/thejmch.2020.05.01.12
Çiftci, S. (2019). The Studies on Educational Digital Games Regarding Children: A New Word Analysis Approach. The Turkish Online Journal of Educational Technology - TOJET, 17(2), 158–168.
Dampang, D. P., Kustiyah, L., & Dwiriani, C. M. (2017). School Based Intervention sebagai Upaya Perbaikan Konsumsi Buah dan Sayur Siswa Sekolah Dasar School Based Intervention as a Strategy to Improve Fruit and Vegetable Consumption of Elementary School Students. Jurnal Media Kesehatan Masyarakat Indonesia, 14(3), 260–267.
Fayasari, A., Amelia, C. M., & Wijayanti, T. S. (2020). Factors Related to Fruit Vegetable Consumption of Adolescent in Rural and Urban Areas. STRADA Jurnal Ilmiah Kesehatan, 9(2), 1006–1016. https://doi.org/10.30994/sjik.v9i2.393
Irnani, H., & Sinaga, T. (2017). Pengaruh Penyuluhan Terhadap Pengetahuan Dan Praktik Gizi Seimbang Pada Anak Sekolah Dasar. The Indonesian Journal of Nutrition, 6(1), 58–64. https://doi.org/10.32382/mgp.v26i2.1231
Kementrian Kesehatan. (2020). Guidelines to Balanced Nutrition During the Covid-19 Period. In Kementerian Kesehatan Republik Indonesia (p. 31).
Kemenkes (2013) ‘Permenkes Nomor 75 Tahun 2013 tentang Angka Kecukupan Gizi yang Dianjurkan Bagi Bangsa Indonesia’, Kementerian Kesehatan Republik Indonesia.
Kemenkes (2017) ‘Hari Gizi Nasional 2017?: Ayo Makan Sayur dan Buah Setiap Hari’, Kementerian Kesehatan RI.
HASIL UTAMA RISKESDAS 2018. Retrieved September 6, 2022, from https://d3v.kemkes.go.id/storage/download/info- terkini/hasil-riskesdas-2018.pdf
Manumbalang, S. T., Rompas, S., & Bataha, Y. B. (2017). Hubungan Pola Asuh dengan Status Gizi Pada Anak di Taman Kanak-Kanak Kecamatan Pulutan Kabupaten Talaud. In e-journal Keperawatan (e-Kp (Vol. 5, Issue 2).
Murni. (2017). Perkembangan fisik, kognitif, dan psikososial pada masa kanak-kanak awal 2-6 tahun. Jurnal Pendidikan Anak Bunayya, III(1), 19–33.
Musfiqon, Rante, H., & Basuki, A. (2019). The Role of Paper Prototyping in Designing Visual Novel Game as Learning Media for Children. 2019 5th International Conference on Education and Technology, ICET 2019, 24–28. https://doi.org/10.1109/ICET48172.2019.8987208
Noviyanti, R. D., & Marfuah, D. (2017). Hubungan Pengetahuan Gizi, Aktivitas Fisk, dan Pola Makan terhadap Status Gizi Remaja di Kelurahan Purwosari Laweyan Surakarta. University Research Colloquium, 421–426.
Putri, R. M., Silalahi, V., & Ariani, N. L. (2019). Pendidikan Gizi Sebagai Suatu Upaya Pemenuhan Zat Gizi Dari Sayur Dan Buah Pada Anak Sekolah Dasar. Prosiding Seminar Nasional Peran Dan Tanggung Jawab Tenaga Kesehatan Dalam Mendukung Program Kesehatan Nasional, 29–37. https://doi.org/10.32528/psn.v0i0.1727
Ring. (2012). Using an Interactive Visual Novel to Promote Patient Empowerment Through Engagement. Proceedings of the International Conference on The Foundations of Digital Games. p 41-48. doi: 10.1145/2282338.2282351
Tiara, dife nur, Syarief, O., Pramintarto, G., Mutiyani, M., & Selviyanti, sofi siti. (2019). Pendidikan gizi menggunakan cerita bergambar terhadap pengetahuan dan frekuensi konsumsi sayur buah pada siswa. Jurnal Riset Kesehatan Poltekkes Kemenkes Bandung, 165–172.
WHO. (2020). Fruit and Vegetable Promotion Initiative. Retrieved October 13, 9394 2020 from http://www.who.int/hpr/NPH/fruit-and-vegetables/fruit-andvegetables- report.pdf
Yulianti, N. R., Wahyuningrum, E., Gayatina, A. K., & Erawati, M. (2021). Children’S Opinion on Vegetables Consumption: a Qualitative Study on School-Agers in City of Semarang. Indonesian Journal of Applied Research (IJAR), 2(2), 117–125. https://doi.org/10.30997/ijar.v2i2.126
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Susana Widyaningsih
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work’s authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).